Some more notes: If the enemy has jump drive equipped, he's more likely to commit heavily into the flank. When he eventually jumps away, you should win the game with mass melting points + crawler summoning. It's wise to put a shield to the flank on top of your mustangs so they won't die to incendiary bomb late game. There's more ways to defend this f.e. aerial spec wasps etc. If he immediately sells the flank, you can sell your defense as well
Hey Rat, was going to say, that usually ppl jump away and sell the Vulcan if the flank isnt working. However, if he puts them on the other tower and the vulcan, the Crawler summoning isnt going to block the boats anymore and the wasp spawns might not get cleared by your mustangs anymore, since the vulcan is still around. But yeah, best response is really to block the Vulcan. I prefer Slegdehammers, since if he goes Arty on the boats, the last longer than the Rhino.
@@TheKmpec Yea. It would be hard to make a complete video what happens after the jump etc. So many different scenarios and all players use them very differently
@@SurreyEZ Thanks for the video for sure... but I had 2 games today, where I defended that flank successfully, only to be finished with 5 jumped Boats and a Vuclan, without a chance to react to it on my other tower (and I had like 2000+ Health still left)
I (weirdly) recommend wasps over mustangs for the flank defense. They're close enough that they can make most advantage of their range, and when the opponent jumps away, beacons all their boats, and burns their entire side of the battlefield, the mustangs won't wander in and be roasted.
Amazing video! I actually enjoy using the Overlord flank myself, which I imagine is going to get way harder now, but I loved seeing you dismantle the strategy so elegantly. The little oopsie in the third round made it even better as you showed you can make a mistake in the defense and still win brutally later on while being pressured if you just generally react the right way =)
Thanks for posting this. I've been having a harder time against agro than standard and this was very helpful. Would you consider a video on defending against aggressive assault marksmen?
This gave me a weird thought for a video: grab a few beginner/midlevel games and look at them around T3 or T4, and give thoughts on what each player should do going forward/has done to this point. You'd then just move on to the next game rather than follow it to the end, so that you'd be able to cover a greater variety of scenarios. Maybe it wouldn't have enough action, but seeing this kind of strategy video reminded me of how people consider midgame chess positions and discuss what the best move/plan is.
That's a good idea. I actually watched a couple of replays and the most interesting turns were like 3-4 and then the game spinned out of control because of some bad decisions
Dont they normally have an answer for this though with the overlord? They generally have mothership which the melting point will target first and ground cannons. They also usually get more than one overlord then take jumpdrive and relocate leaving the vulvcan if you do manage to start turning the corner. So the answer to mother ship is mustangs. But those are also countered by vulcans. Even more so if instead of range the vulcan takes fire missiles. The only solution I have found to this corner garbage is fortresses with AA. So long as the overlords stay level one you can win. But jump drive is still a problem and very annoying to deal with.
This works just fine, the melter will clear the shield very fast and the HE mustangs will clear his chaff. You might lose one round before the mustangs come online though because you can't missile
Some more notes:
If the enemy has jump drive equipped, he's more likely to commit heavily into the flank. When he eventually jumps away, you should win the game with mass melting points + crawler summoning.
It's wise to put a shield to the flank on top of your mustangs so they won't die to incendiary bomb late game.
There's more ways to defend this f.e. aerial spec wasps etc.
If he immediately sells the flank, you can sell your defense as well
Hey Rat, was going to say, that usually ppl jump away and sell the Vulcan if the flank isnt working. However, if he puts them on the other tower and the vulcan, the Crawler summoning isnt going to block the boats anymore and the wasp spawns might not get cleared by your mustangs anymore, since the vulcan is still around. But yeah, best response is really to block the Vulcan. I prefer Slegdehammers, since if he goes Arty on the boats, the last longer than the Rhino.
@@TheKmpec Yea. It would be hard to make a complete video what happens after the jump etc. So many different scenarios and all players use them very differently
@@SurreyEZ Thanks for the video for sure... but I had 2 games today, where I defended that flank successfully, only to be finished with 5 jumped Boats and a Vuclan, without a chance to react to it on my other tower (and I had like 2000+ Health still left)
Love these "how to" vids!!! Thank you
I (weirdly) recommend wasps over mustangs for the flank defense. They're close enough that they can make most advantage of their range, and when the opponent jumps away, beacons all their boats, and burns their entire side of the battlefield, the mustangs won't wander in and be roasted.
Amazing video! I actually enjoy using the Overlord flank myself, which I imagine is going to get way harder now, but I loved seeing you dismantle the strategy so elegantly. The little oopsie in the third round made it even better as you showed you can make a mistake in the defense and still win brutally later on while being pressured if you just generally react the right way =)
du treibst dich auch überall rum. 😏😏
Right back at'cha! :P @@AnteFuerst
Thanks for posting this. I've been having a harder time against agro than standard and this was very helpful. Would you consider a video on defending against aggressive assault marksmen?
it's pretty niche and the delpoyments and starting units vary a lot so probably not. Don't make EMP. Make early fortress
Indeed i tested this and work ggwp
nice!
This gave me a weird thought for a video: grab a few beginner/midlevel games and look at them around T3 or T4, and give thoughts on what each player should do going forward/has done to this point. You'd then just move on to the next game rather than follow it to the end, so that you'd be able to cover a greater variety of scenarios.
Maybe it wouldn't have enough action, but seeing this kind of strategy video reminded me of how people consider midgame chess positions and discuss what the best move/plan is.
That's a good idea. I actually watched a couple of replays and the most interesting turns were like 3-4 and then the game spinned out of control because of some bad decisions
My dog like the talking Rat!
how do you know?
@@SurreyEZ he is watching your videos intensely :-)
@@methabolica84 nice, new viewer 🐕
Dont they normally have an answer for this though with the overlord? They generally have mothership which the melting point will target first and ground cannons. They also usually get more than one overlord then take jumpdrive and relocate leaving the vulvcan if you do manage to start turning the corner.
So the answer to mother ship is mustangs. But those are also countered by vulcans. Even more so if instead of range the vulcan takes fire missiles.
The only solution I have found to this corner garbage is fortresses with AA. So long as the overlords stay level one you can win. But jump drive is still a problem and very annoying to deal with.
the vulcan doesnt clear the mustangs, it shoots the melting point
I tried this and it didn't work because the enemy dropped 2 squads of level 2 crawlers with the OL.
the problem i have is when they do that flank but with the barrier on vulcan item.
nvm i watched full video now :)
This works just fine, the melter will clear the shield very fast and the HE mustangs will clear his chaff. You might lose one round before the mustangs come online though because you can't missile